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501 Great Games
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501 Great Games - Volume One (2001)(Guildhall Leisure Services).iso
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HYPEROID
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Hyperoid.h
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C/C++ Source or Header
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1991-11-01
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7KB
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242 lines
//
// HYPEROID.H - hyperoid internal header information
//
// Version: 1.1 Copyright (C) 1990,91 Hutchins Software
// This software is licenced under the GNU General Public Licence
// Please read the associated legal documentation
// Author: Edward Hutchins
// Revisions:
//
#ifndef RC_INVOKED
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include <math.h>
#include <limits.h>
#define OEMRESOURCE
#include <winext.h>
//
// typedefs and defines
//
// color stuff
#define PALETTE_SIZE 16
typedef enum
{
BLACK, DKGREY, GREY, WHITE,
DKRED, RED, DKGREEN, GREEN, DKBLUE, BLUE,
DKYELLOW, YELLOW, DKCYAN, CYAN, DKMAGENTA, MAGENTA
} COLORS;
// degrees scaled to integer math
#define DEGREE_SIZE 256
#define DEGREE_MASK 255
#define DEGREE_MAX 0x4000
// object limits
#define MAX_PTS 8
#define MAX_OBJS 100
#define MAX_COORD 0x2000
#define CLIP_COORD (MAX_COORD+300)
// timer stuff
#define DRAW_TIMER 1
#define DRAW_DELAY 50
#define RESTART_TIMER 2
#define RESTART_DELAY 5000
// restart modes
typedef enum { RESTART_GAME, RESTART_LEVEL, RESTART_NEXTLEVEL } RESTART_MODE;
// letter scaling
#define LETTER_MAX 256
// extra life every
#define EXTRA_LIFE 100000
// list node
typedef struct tagNODE
{
struct tagNODE *npNext, *npPrev;
} NODE;
pointerdef( NODE );
// list header
typedef struct
{
NPNODE npHead, npTail;
} LIST;
pointerdef( LIST );
// object descriptor
typedef struct
{
NODE Link; // for object list
POINT Pos; // position of center of object
POINT Vel; // velocity in logical units/update
INT nMass; // mass of object
INT nDir; // direction in degrees
INT nSpin; // angular momentum degrees/update
INT nCount; // used by different objects
INT nDelay; // used by different objects
BYTE byColor; // palette color
BYTE byPts; // number of points in object
POINT Pts[MAX_PTS]; // points making up an object
POINT Old[MAX_PTS]; // last plotted location
} OBJ;
pointerdef( OBJ );
//
// inline macro functions
//
// function aliases
#define AddHeadObj(l,o) AddHead((l),((NPNODE)o))
#define RemHeadObj(l) ((NPOBJ)RemHead(l))
#define RemoveObj(l,o) Remove((l),((NPNODE)o))
#define HeadObj(l) ((NPOBJ)((l)->npHead))
#define NextObj(o) ((NPOBJ)((o)->Link.npNext))
// real-time check of the keyboard
#define IsKeyDown(x) (GetAsyncKeyState(x)<0)
// I HATE typing this allatime!
#define INTRES(x) MAKEINTRESOURCE(x)
// size of an array
#define DIM(x) (sizeof(x)/sizeof((x)[0]))
// faster than MulDiv!
#define MULDEG(x,y) ((INT)(((LONG)(x)*(y))/DEGREE_MAX))
// DEG - convert an integer into a degree lookup index
#define DEG(x) ((WORD)(x)&DEGREE_MASK)
// ACCEL - accelerate an object in a given direction
#define ACCEL(o,d,s) \
(((o)->Vel.x += MULDEG((s),nCos[DEG(d)])), \
((o)->Vel.y += MULDEG((s),nSin[DEG(d)])))
// PTINRECT - a faster PtInRect
#define PTINRECT(r,p) \
(((r)->left <= (p).x) && ((r)->right > (p).x) && \
((r)->top <= (p).y) && ((r)->bottom > (p).y))
// INTRECT - a faster IntersectRect that just returns the condition
#define INTRECT(r1,r2) \
(((r1)->right >= (r2)->left) && \
((r1)->left < (r2)->right) && \
((r1)->bottom >= (r2)->top) && \
((r1)->top < (r2)->bottom))
// MKRECT - make a rect around a point
#define MKRECT(r,p,s) \
(((r)->left = ((p).x-(s))), ((r)->right = ((p).x+(s))), \
((r)->top = ((p).y-(s))), ((r)->bottom = ((p).y+(s))))
//
// prototypes
//
// hyperoid.c
INT NEAR PASCAL arand( INT x );
VOID NEAR PASCAL AddHead( NPLIST npList, NPNODE npNode );
NPNODE NEAR PASCAL RemHead( NPLIST npList );
VOID NEAR PASCAL Remove( NPLIST npList, NPNODE npNode );
VOID NEAR PASCAL DrawObject( HDC hDC, NPOBJ npObj );
VOID NEAR PASCAL SetRestart( BOOL bGameOver );
VOID NEAR PASCAL AddExtraLife( VOID );
VOID NEAR PASCAL Hit( HDC hDC, NPOBJ npObj );
VOID NEAR PASCAL Explode( HDC hDC, NPOBJ npObj );
BOOL NEAR PASCAL HitPlayer( HDC hDC, NPOBJ npObj );
NPOBJ FAR PASCAL CreateLetter( CHAR cLetter, INT nSize );
VOID NEAR PASCAL DrawLetters( HDC hDC );
VOID NEAR PASCAL DrawHunterShots( HDC hDC );
VOID NEAR PASCAL FireHunterShot( NPOBJ npHunt );
VOID NEAR PASCAL CreateHunter( VOID );
VOID NEAR PASCAL DrawHunters( HDC hDC );
VOID NEAR PASCAL CreateSpinner( VOID );
VOID NEAR PASCAL DrawSpinners( HDC hDC );
VOID NEAR PASCAL CreateRoid( POINT Pos, POINT Vel, INT nSides, BYTE byColor, INT nDir, INT nSpeed, INT nSpin );
VOID NEAR PASCAL BreakRoid( HDC hDC, NPOBJ npRoid, NPOBJ npShot );
VOID NEAR PASCAL DrawRoids( HDC hDC );
VOID NEAR PASCAL DrawShots( HDC hDC );
VOID NEAR PASCAL DrawFlames( HDC hDC );
VOID NEAR PASCAL FireShot( VOID );
VOID NEAR PASCAL AccelPlayer( INT nDir, INT nAccel );
VOID NEAR PASCAL DrawPlayer( HDC hDC );
VOID NEAR PASCAL DrawObjects( HWND hWnd );
VOID NEAR PASCAL CheckScore( HWND hWnd );
VOID NEAR PASCAL HitList( HDC hDC, NPLIST npList );
VOID NEAR PASCAL ExplodeBadguys( HDC hDC, NPLIST npList );
VOID NEAR PASCAL NewGame( HWND hWnd );
VOID NEAR PASCAL RestartHyperoid( VOID );
VOID NEAR PASCAL Panic( BOOL bPanic );
VOID NEAR PASCAL PaintHyperoid( HWND hWnd );
VOID NEAR PASCAL DisableHyperoidInput( HWND hWnd, BOOL bCapture );
LONG FAR PASCAL EXPORT HyperoidWndProc( HWND hWnd, unsigned message, WORD wParam, LONG lParam );
BOOL NEAR PASCAL InitHyperoid( VOID );
VOID NEAR PASCAL ExitHyperoid( VOID );
INT FAR PASCAL WinMain( HANDLE hInstance, HANDLE hPrevInstance, LPSTR lpszCmdLine, INT nCmdShow );
// roidsupp.c
VOID FAR PASCAL PrintLetters( NPSTR npszText, POINT Pos, POINT Vel, BYTE byColor, INT nSize );
VOID FAR PASCAL SpinLetters( NPSTR npszText, POINT Pos, POINT Vel, BYTE byColor, INT nSize );
HPALETTE FAR PASCAL CreateHyperoidPalette( VOID );
BOOL FAR PASCAL CreateHyperoidClass( VOID );
VOID NEAR PASCAL SetHyperoidMenu( HWND hWnd, INT nFirstID, INT nLastID );
HWND FAR PASCAL CreateHyperoidWindow( LPSTR lpszCmd, INT nCmdShow );
VOID FAR PASCAL SaveHyperoidWindowPos( HWND hWnd );
VOID FAR PASCAL GetHyperoidIni( VOID );
VOID FAR PASCAL HyperoidHelp( HWND hWnd );
BOOL FAR PASCAL EXPORT HyperoidAboutDlg( HWND hDlg, WORD mess, WORD wParam, LONG lParam );
VOID FAR PASCAL AboutHyperoid( HWND hWnd );
#endif // RC_INVOKED //
//
// resource IDs
//
// icons and bitmaps
#define IDI_HYPEROID 10
#define IDI_PANIC 20
// bitmaps
#define IDB_blank 50
#define IDB_bomb 51
#define IDB_level 52
#define IDB_life 53
#define IDB_num0 54
#define IDB_num1 55
#define IDB_num2 56
#define IDB_num3 57
#define IDB_num4 58
#define IDB_num5 59
#define IDB_num6 60
#define IDB_num7 61
#define IDB_num8 62
#define IDB_num9 63
#define IDB_plus 64
#define IDB_score 65
#define IDB_shield 66
// additional bitmap stuff
#define IDB_MAX 17
#define CX_BITMAP 16
#define CY_BITMAP 16
// strings
#define IDS_NAME 100
// menus
#define IDM_NEW 200
#define IDM_ABOUT 201
// about box
#define IDD_ABOUT 500
#define IDD_A_HELP 501
#define IDD_A_HISCORE 502